League of Legends glossary has hundreds of terms and abbreviations, from ADC, CS, and CC to more advanced concepts like freezing, kiting, and split pushing. Some describe champion abilities, map objectives, and combat mechanics, while others are slang players use to communicate.
With this League of Legends glossary, we explain the most common terms you’ll encounter.
League of Legends abbreviations
In LoL matches, a lot happens quickly, so you need great reaction time, and writing full, grammatically correct sentences doesn’t help. That’s why summoners shorten almost everything. But for beginners already confused about the game, abbreviations are just one more thing to worry about (been there myself, googling what “x” means in LoL countless times).
So, we hope this list makes any beginner’s journey in League at least a little bit easier.
| Abbreviation | Full term | Abbreviation | Full term |
|---|---|---|---|
| %HP | Percentage of Health | GW | Grievous Wounds |
| AA | Auto-attack | HP | Health Points |
| AA Reset | Auto-attack reset | HP5 | Health Regeneration per 5s |
| ACE | All champions exterminated | IE | Infinity Edge |
| AD | Attack Damage | Inhib | Inhibitor |
| ADC | Attack Damage Carry | IP | Influence Points |
| AFK | Away from keyboard | JG/JGL | Jungle/Jungler |
| AH | Ability Haste | KDA | Kills, Deaths, Assists |
| AoE | Area of Effect | KS | Kill Steal |
| AP | Ability Power | LoL | League of Legends |
| AP Pen | Ability Power Penetration | LP | League Points |
| ARAM | All random all mid | LS | Life Steal |
| AS | Attack Speed | MB | My bad |
| B | Back/Recall | MIA | Missing in action |
| BE | Blue Essence | Mid | Middle lane |
| Bot | Bottom lane | MMR | Matchmaking Rating |
| BRB | Be right back | MP | Mana Points |
| CC | Crowd Control | MP5 | Mana Regeneration per 5s |
| CD | Cooldown | MR | Magic Resist |
| CDR | Cooldown Reduction | MS | Movement Speed |
| CPC | Classic Pass Coin | OOE | Out of Energy |
| Crit | Critical Strike | OOM | Out of Mana |
| Crit Chance | Critical Strike Chance | OP | Overpowered |
| Crit DMG | Critical Strike Damage | OTP | One-trick pony |
| CS | Creep Score | P | Passive |
| DoT | Damage over time | Prio | Priority/lane priority |
| DPS | Damage per second | PvE | Player versus environment |
| EP5 | Energy Regeneration per 5s | PvP | Player versus player |
| FB | First blood | RP | Riot Points |
| FF | Forfeit | SS | Enemy missing |
| FS | First strike | Supp / Sup | Support |
| GA | Guardian Angel | TP | Teleport |
| GG | Good game | Ult | Ultimate |
| GJ | Good job | WP | Well played |
| GLHF | Good luck, have fun | XP | Experience points |
League of Legends champion roles and classes explained
League of Legends has five main team positions and several champion classes. A position determines where a player starts the match, while a champion class describes their combat style. For example, a Mage can play Mid or Support, while a Fighter can play Top or Jungle.
NOTE: Meanings in this section are explained for almost all cases in normal LoL matches, but there are exceptions. They apply when the team uses advanced strategies or troll picks, for instance.
The 5 LoL champion positions
Top, Jungle, Mid, ADC, and Support are the 5 champion positions in League.
| Term | Meaning |
|---|---|
| Top laner | Fighter or Tank champs assigned to play in the top lane. |
| Jungler | Fighter, Tank, or Assassin champs assigned to farm neutral monsters and control objectives in the jungle (helps teammates through ganks). |
| Mid laner | Mage or Assassin champs assigned to play in the mid lane. |
| ADC/bot | Marksman champs assigned to play in the bot lane alongside Support. |
| Support | Support champs assigned to play in the bottom lane alongside ADC. |
Champion classes and subclasses
There are only 5 champ positions, but classes and subclasses are another thing. There’s much more.
| Term | Meaning |
|---|---|
| Assassin | Fragile melee champs with great mobility who help your team by eliminating high-priority enemies. Their goal is to kill 1-2 enemies and get out alive. |
| Fighter (Bruiser) |
Short-ranged champs who excel at dealing and surviving damage. They thrive in long fights, but limited range makes them vulnerable to ranged attacks and CC. |
| Juggernaut | Fighter champs that are tanky and high-damage, but lack mobility and CC. |
| Diver | Fighter champs that are more mobile than Juggernauts, but not as durable. They dive into the enemy team/under the Tower to eliminate targets, enduring the damage. |
| Tank | Melee champs with a massive Health bar that can absorb a lot of damage and CC during fights. Their main goal is to be a frontline shield for fragile allies, not to get kills. |
| Mage | Ranged champs that rely on abilities to deal damage. They’re fragile (low Armor, Health), but have CC and AoE damage. Positioning is the most useful skill for them. |
| Burst Mage | Deal a lot of damage quickly with ability combos. Their range and CC are average. |
| Battle Mage (Warlocks) |
Deal DoT at closer range. They trade range for defensive capabilities. |
| Artillery Mage | Deals damage from long range. They excel at objective control and poking enemies before fights, but their self-peel is limited. |
| Marksman | Ranged champs that excel at dealing sustained damage through AAs. They can stay pretty safe while kiting enemies but are generally fragile and rely on AD/AP items. |
| Support (Controller) |
Defensive champs that help allies with healing, protection, CC, buffs, and vision. |
| Enchanter Supp | Keeps allies alive with heals, shields, and buffs. Low damage early on, but scales well. |
| Engage Supp | Initiates fights through CC, diving into enemy teams and locking down targets. |
| Peel Supp | Stays close to ADC to block damage and push enemies away. |
| Damage Supp | Casts long-range spells to poke enemies and control the lane with Magic Damage. |
| Skirmishers (Duelists) | Mobile melee champs that excel in smaller fights and rely on offensive builds. |
The names in brackets are just another word players use.
Other champion terminology in the League of Legends glossary
| Term | Meaning |
|---|---|
| Melee | A champion that attacks enemies at very close range. |
| Ranged | A champion that can attack enemies from a distance. |
| Flex pick | Champs that work in a role they aren’t meant for/multiple positions. |
| Counterpick | Champ selected based on the enemy team’s champion’s weaknesses. |
| Blind pick | Champion selected without knowing the opposing lane matchup. |
| Main | A player’s preferred or most-played champion. |
| OTP | Player who focuses almost exclusively on mastering one champion. |
| Champion pool | The group of champions a player picks regularly. |
| Caster | A champion that casts (uses, activates) an ability, effect, etc. |
Laning, farming, and wave management glossary
Any LoL match begins with laning and farming, so these are must-know for anyone.
| Term | Meaning |
|---|---|
| Farm | Kill minions or monsters to earn gold and XP. |
| Last hit | Deal the killing blow to a minion and earn gold. |
| Minion wave | Group of allied or enemy minions moving down a lane. |
| Wave management | Control minion waves to gain lane advantages. |
| Freeze | Keep the minion wave near a chosen position. |
| Slow push | Build a large allied minion wave by slowly killing enemy minions. |
| Fast push | Quickly kill enemy minions to push your wave forward. |
| Crash | Push a minion wave into the enemy turret. |
| Trade | Exchange damage with an enemy champion in lane. |
| Roam | Leave your lane to help teammates elsewhere. |
| Prio | Ability to push your wave first and move before your opponent. |
| Reset | Recall and return to the map after buying items/restoring resources. |
Map and objective terminology for League of Legends
Summoner’s Rift has 3 lanes separated by the jungle, with structures and monsters throughout the map. Understanding League of Legends glossary terms for map-related stuff makes it easier to follow team calls about defending towers, taking dragons, and pushing toward the enemy base.
Map locations and structures
| Term | Meaning |
|---|---|
| Summoner’s Rift | Main three-lane map used for standard 5v5 LoL matches. |
| Lane | One of the three paths connecting the two teams’ bases. |
| Top lane | The upper lane in Summoner’s Rift. |
| Mid lane | Middle lane and the shortest direct route between the two bases. |
| Bot lane | Lower lane of Summoner’s Rift. |
| Jungle | Areas between lanes containing neutral monsters and jungle paths. |
| River | Area separating the two sides of the map, connecting the Baron and Dragon pits. |
| Brush/Bush | Terrain that hides you from enemies outside it unless they have vision. |
| Base | Area containing a team’s Nexus, inhibis, fountain, and turrets. |
| Fountain | Starting and respawn area to recover health, mana, and purchase items. |
| Inhib | Structure at base that spawns the enemy’s super minions in its lane when destroyed. |
| Nexus | Structure that must be destroyed in the enemy base to win (minions spawn here). |
| Turret/Tower | Structure that starts attacking enemy units that first enter its range. |
| Outer Turret | First turret encountered in a lane (grants limited vision for the team). |
| Inner Turret | Defensive turret located behind an outer turret. |
| Inhib Turret | Turret protecting a team’s inhibitor. |
| Nexus Turret | One of the two defensive towers that guard a team’s Nexus. |
| Alcove | A small, curved “bay” in the outer wall of the top and bot lanes. |
| Pit | Enclosed area of the river where powerful neutral objectives spawn. |
League of Legends jungle glossary
Junglers spend much of the early game clearing jungle camps, ganking lanes, and preparing for neutral objectives. This also means that some terms in the League of Legends glossary are created specifically for the jungle.
| Term | Meaning |
|---|---|
| Objective | Valuable map target, such as a turret, Dragon, Baron, or inhibitor. |
| Objective steal | Taking an objective just before the opposing team secures it. |
| Objective control | Strategy of securing map targets (not losing them to the enemies). |
| Buff | Temporary beneficial effect gained from an ability, item, or objective. |
| Jungle camp | Neutral monsters in the jungle that grant gold and XP if killed. You’ll find Wolves, Raptors, Krugs, and Gromps. |
| Invade | Enter the enemy jungle to attack or steal jungle camps. |
| Counterjungle | Kill or steal neutral monsters from the enemy team’s jungle while they’re stealing yours. |
| Jungle pathing | The route a jungler follows between camps, lanes, and objectives. |
| Full clear | Kill all jungle camps in a planned jungle pathing. |
| Leash | Help a jungler damage the first camp before returning to lane. |
| Smite | Summoner spell used to damage monsters and secure objectives. |
| Dragon Soul | Permanent team bonus earned by killing the Elemental Dragons. |
| Baron Buff | Temporary team buff gained from killing Baron Nashor. |
Jungle monsters
| Monster | Explanations |
|---|---|
Rift Scuttler(Scuttle Crab) |
Neutral monster in the river (one on each side) that doesn’t fight back, but flees. Killing it grants gold, XP, vision, and MS. |
Blue Buff |
Buff after killing Blue Sentinel (CDR, AH, Mana and Energy Regen). |
Red Buff |
Buff after killing Red Brambleback (AAs slow, DoT, Health Regen) |
Dragon/Drake |
Powerful neutral monsters that grant bonuses based on the Drake’s Element your team slays (5 Elemental Drakes exist). |
Elder Dragon |
Powerful late-game objective that grants a 2.5min combat buff. |
Baron Nashor |
The most powerful neutral monster in the jungle, boosting AD, AP, recall, and minion power to the team that kills it. |
Rift Herald |
Neutral monster in the Baron Nashor pit that lets you summon the Eye of the Herald after killing it to help damage enemy turrets. |
Void Grubs |
Monsters in the Baron pit that grant extra damage on turrets if killed. |
Map movement terminology for League of Legends
Moving around the map isn’t easy, and understanding what’s going on makes it even harder.
| Term | Meaning |
|---|---|
| Gank | Attack an enemy in lane by arriving from another part of the map. |
| Countergank | Arrive to help an ally who is being ganked. |
| Camping/camp | Staying nearby to target one enemy, ganking and attacking them repeatedly. |
| Clear | Kill jungle camps or minion waves. |
| Cross-map play | Getting an objective away from the enemy team’s interest. |
| Rotation/rotate | Move to another part of the map to help allies / clear objectives. |
| Objective trade | Give up one objective while securing another. |
| Backdoor | Sneaking in to destroy an enemy base unexpectedly. |
| Split push | One player moving to a side lane, killing minions and turrets along the way while the teams are elsewhere. |
| Siege | Sitting under an enemy turret and trying to take it down. |
| Bounty | Gold reward for killing enemies who are ahead in gold and kills. |
| Skirmish | Small fight (2v2 or 3v3) where both sides don’t use all their power. |
Combat and teamfight glossary for League of Legends
Teamfights involve many champions using their abilities together. Players use the following terms to describe how fights begin, which enemies to attack, and how to protect teammates.
Fighting and positioning
| Term | Meaning |
|---|---|
| Teamfight | Fight involving multiple champions from both teams. |
| Engage | Start a fight by attacking or using an ability to initiate combat. |
| Disengage | Break away from a fight or prevent enemies from continuing it. |
| Re-engage | Start fighting again after disengaging or a temporary retreat. |
| Frontline | Durable champs positioned ahead of allies to absorb damage. |
| Backline | Damage dealers and fragile champs positioned behind the frontline. |
| Peel | Protect an ally from enemy attacks with CC, shields, or healing. |
| Dive | Aggressively attack an enemy in a dangerous position. |
| Tower dive | Go under the enemy’s tower to aggressively attack the target. |
| Focus | Concentrate attacks and abilities on one specific enemy champion. |
| Target priority | Choosing which enemy champ/unit to attack first during a fight. |
| Burst | Deal a lot of damage within a short time. |
| Kiting/kite | Attack enemies while moving away to avoid damage. |
| Orb walking | Moving between AAs to reposition without delaying the next attack. |
| Gap close | Anything that quickly gets you from your current to target destination. |
| Flanking/flank | Positioning that lets you attack enemies from the side or behind. |
| Chase | Pursue an enemy who is trying to escape. |
| Bait | Tricking an enemy into making a bad decision (e.g., wasting Ulti). |
| Pick | Catch and attempt to kill an out-of-position / isolated enemy. |
| ACE | All of the enemy team’s champions are killed at the same time. |
| Outplay | Using skills, reflexes, positioning, and mind games to beat an enemy. |
| Wombo combo | Awesome combo of AoE ultimates from different champs. |
| Execute | Dying to a non-champ unit without giving the enemy gold, or a high-damage ability designed to finish off low-health targets. |
| Dodging/dodge | Avoiding a skillshot by moving your champ out of the way. |
| Skillshot | An ability that a player manually aims and fires in a specific direction. |
Ability terminology
| Term | Meaning |
|---|---|
| Passive | Champion’s ongoing effect/ ability that automatically provides some sort of bonus without requiring input. |
| Q / W / E | Keys used for casting a champion’s three basic abilities. |
| Ultimate | Champion’s most OP ability (R key) learned at level 6 in a match. |
| Cooldown | Time before an ability, spell, or item can be used again. |
| Combo | Sequence of attacks and abilities used together. |
| Skillshot | Ability that requires aiming (can miss its intended target). |
| Point-and-click | Targeted ability activated by selecting an eligible unit. |
| Cast time | Delay between activating an ability and its effect taking place. |
| Channel | An ability that works only while casting/activated (like DoT). |
| Animation cancel | A technique that cuts an animation short and lets you act sooner. |
| AA Reset | Trick to skip the end of an AA animation and instantly attack again. |
| Stack | A counter that tracks repeated actions to grant bonuses. |
| Skill ceiling | The max level of skill one can reach to use a champ’s full potential. |
| Skill floor | The minimum level of skill needed to use a champion effectively. |
| CC | Abilities that stun, slow, disable, or immobilize enemies. |
Crowd Control glossary for League of Legends
Crowd Control, or CC, refers to effects that restrict an enemy’s movement, attacks, or abilities. Some types of CC completely disable champions, while others only limit certain actions.
| Term | Meaning |
|---|---|
| Stun | Prevents a champ from doing anything for a certain time. |
| Slow | Reduces an enemy champion’s MS / makes them slower. |
| Root | Makes an enemy unable to move but still lets them attack. |
| Silence | Prevents a champion from using their abilities (they can still move). |
| Airborne | Lifts up or moves a champ while preventing them from doing anything for a certain time. Can be Knockup, Knockback, or Pull. |
| Knockup | Lifts a champion into the air and temporarily disables their actions. |
| Knockback | Forcibly pushes an enemy champion away from the point of cast. |
| Pull | Physically drags an enemy champion closer to the caster. |
| Fear | Slows affected champs and forces them to move away from the source. |
| Charm | Forces an affected target to slowly walk toward the caster. |
| Taunt | Forces an affected target to move toward and AA the caster. |
| Suppression | Completely disables a target champion (can’t be removed with Cleanse). |
| Blind | Causes the opponent to miss following AAs (only Teemo has it). |
| Disarm | Prevents an affected target from casting AA, but not spells, items, etc. |
| Grounded | Prevents using movement abilities (e.g., dashes and blinks). |
| Disrupt | Cancels or stops channeled and charged abilities/attacks. |
| Cripple | Reduces a target’s AS by a percentage for a specific duration. |
| Drowsy/Sleep | Slows a target and causes them to fall asleep when the timer ends. |
| Berserk | Forces a unit to attack a nearby unit (whether ally, enemy, or neutral). |
| Flee | Forces an affected champion to run away from the caster. |
| Kinematics | Drags a target continually toward a location/unit until they arrive. |
| Nearsight | Reduces a champion’s vision radius, blocking external and allied vision. |
| Stasis | Makes a unit invulnerable, untargetable, and immobile for a brief period. |
| Cleanse | Removes most CC effects and debuffs (self-targeted summoner spell). |
| CC chain | Apply multiple CC effects continuously to keep an enemy disabled. |
| Hard CC | CC that completely interrupts or strongly restricts a champion’s actions. |
| Soft CC | CC that limits an enemy without completely disabling them. |
Champion stats, damage, and item terminology
Champions gain stats through leveling, items, abilities, and other bonuses. Understanding these terms makes it easier to compare items and identify which stats a champion needs.
Damage and defensive stats
| Term | Meaning |
|---|---|
| Physical Damage | Damage reduced by Armor (mostly from AAs, Marksmen, and Fighter abilities). |
| Magic Damage | Damage reduced by MR (mostly used by Mages and Support). |
| True Damage | Damage that ignores all Armor and MR except items and shields (most used by Tanks, Assassins). |
| AD | Stat that boosts Physical Damage of AAs and abilities (scales with AD). |
| AP | Stat that boosts Magic Damage of abilities and effects (scales with AP). |
| Scaling | Champ’s power gain in a match through XP, levels, gold, and items. |
| AS | How quickly a champion can perform AAs. |
| AH | Makes CD seconds go by faster (AS but for abilities, basically). |
| CDR | Takes time away from cooldowns. |
| AoE | Area in which an attack/ability reaches/covers (can hit multiple targets). |
| Armor | Reduces how much incoming Physical Damage is dealt. |
| MR | Reduces how much incoming Magic Damage is dealt. |
| Armor Pen | Reduces the effectiveness of enemy Armor against Physical Damage. |
| Magic Pen | Reduces the effectiveness of enemy MR against Magic Damage. |
| Lethality | Removes a fixed amount of Armor from enemies (Flat Armor Pen). |
| LS | Heals for a percentage of the damage dealt with AAs. |
| Spell Vamp | Heals for a percentage of the damage dealt (except AAs). |
| Omnivamp | Heals for a percentage of the damage dealt. |
| Shield | Temporary protection that absorbs applicable incoming damage. |
| Regen | Automatic recovery of health, mana, or another resource over time. |
| Bonus HP | Additional Health gained beyond a champion’s base Health. |
Item and build terminology
| Term | Meaning |
|---|---|
| Build | Combination of items, runes, abilities, etc. used for a champion. |
| Core items | Items that form the main part of a champion’s typical build. |
| Full build | Having all available item slots filled with the intended items. |
| Build path | Order in which one buys item components and completed items. |
| Component | Cheaper item used to build a more expensive one. |
| Active item | Item with an effect that the player can manually activate as a bonus. |
| Passive item | Item that provides a continuous/automatically triggered effect. |
| Situational item | Item purchased to counter specific opponents or match situations. |
| Defensive item | Item that improves survivability with HP, resistances, shields, etc. |
| Offensive item | Item that improves damage through AD, AP, AS, Pen, etc. |
| Power Spike | Visible increase in a champion’s strength after obtaining an item/level. |
| Gold efficiency | Comparison of an item’s cost against the value of its stats. |
| Anti-Heal | Effects that reduce the amount of healing an enemy receives. |
| Grievous Wounds | Debuff that reduces all incoming healing (self and Regen included). |
Vision and map awareness terminology for LoL
Vision allows teams to see enemy movements, avoid ganks, and prepare for major objectives. Wards and vision control become especially important when players leave their lanes.
| Term | Meaning |
|---|---|
| Vision | Visible areas of the map in a match and units within them. |
| Ward | Tool that grants vision of a specific area on the map. |
| Stealth Ward | Ward that becomes invisible to enemies. |
| Control Ward | Visible Ward that reveals and disables nearby enemy Wards. |
| Pink/Vision Ward | Older names for Control Ward. |
| Oracle Lens/Sweeper | Tool that reveals hidden enemy wards and traps. |
| Trinket | Free, vision-related item kept in a dedicated slot. |
| Fog of War | Map areas that a team doesn’t have any vision on/can’t see. |
| Facecheck | Dangerous actions of walking blindly into an area with no vision. |
| Deep Ward | Ward placed far into the enemy team’s side of the map. |
| Vision control | Strategic management of map vision by placing/clearing wards. |
| Map awareness | Paying attention/knowing what’s happening across the map. |
| Missing/SS/MIA | A way of warning the team that your lane opponent is missing. |
| Ping | Visual map signals used to share information without typing. |
Progression and ranking glossary for League of Legends
LoL matches are commonly divided into early, mid, and late game. Players also use terms related to ranked progression, matchmaking, and their performance throughout a match.
Match progression
| Term | Meaning |
|---|---|
| Early game | The first 14 minutes of the game (focused on laning, farming, etc.). |
| Mid Game | 14-25minutes of the game (players start rotating, grouping, etc.). |
| Late game | 25+ minutes of the game (full item builds, many 5v5 fights, etc.) |
| Win condition | Specific strategy/objective a team needs to focus on for winning. |
| Tempo | Time and power advantage/ finish tasks faster than the enemy. |
| Gold lead | Having earned more gold than an opponent or the enemy team. |
| Level advantage | Having a higher champion level than an opponent. |
| Item advantage | Having more completed items/components than an opponent. |
| Snowball | Using early advantage (e.g., first kill) to build a stronger lead. |
| Throw | Losing (objective, fight, etc.) even when you’re winning the match. |
| Stomp | Win/lose a match or lane by a large margin. |
Ranked and performance League of Legends glossary
| Term | Meaning |
|---|---|
| Ranked | Competitive matchmaking mode in LoL where players compete for ranks. |
| Rank | A player’s position within the competitive ranking system. |
| Elo | Skill-based system that matches players of similar level/rank. |
| MMR | Skill-based system that matches players of similar level/rank (hidden). |
| LP | League Points earned/lost through ranked LoL matches. |
| Placement matches | The first 5 ranked games at the start of a new season/when you play ranked for the first time, used to determine your starting rank. |
| Climb | Progress toward higher ranks through ranked matches. |
| Hardstuck | Slang for a player who remains at the same rank for a long time. |
| KDA | A performance metric calculated as (kills + assists) divided by deaths. |
| Win rate | Percentage of games won out of the total number of games played. |
| CS per min | Average number of minions/monsters killed per minute. |
Slang and chat terms in League of Legends glossary
League of Legends has its own vocabulary for describing teammates, opponents, mistakes, and match outcomes. Some expressions help with communication, while others are just for sarcasm.
| Term | Meaning |
|---|---|
| AFK | Player who is absent/no longer actively participating in a match. |
| Int/inting | Intentional feeding (sometimes misused to criticize basic mistakes). |
| Feed/feeding | Die repeatedly, continuously granting the enemy extra gold, XP, etc. |
| Fed | A player too strong to handle for opponents (from kills, farm, etc.). |
| Carry | A player who helped win a match through damage, objectives, etc. |
| Hard Carry | A player who had an exceptionally large impact on a team’s victory. |
| KS | Taking an enemy kill that another ally expected to secure. |
| Troll/trolling | Playing in a non-serious manner. |
| Flame/flaming | Hostile/abusive communication directed at teammates/opponents. |
| Griefing | Intentional actions that make it hard for the allied team to play. |
| Smurf | Experienced player using another account (a lower-level one). |
| Main | Champion or role that a player prefers or plays most frequently. |
| OTP | Player who specializes in one champion only. |
| Diff | Saying a player is much better/worse than the other between teams. |
| Gap | Used to describe a perceived difference in player skill (similar to diff). |
| Tilt/tilted | Frustration that negatively affects a player’s decisions/performance. |
| Mental boom | Being so frustrated that you lose focus for the rest of a match. |
| AFK farm | Farming while ignoring team fights/objectives. |
| FF | Forfeit/surrender the match. |
| Open mid | Message indicating that your team will leave mid lane open so the opponents can end the game (used before surrender is possible). |
| WP/GJ | Compliment to a teammate/opponent for a successful/impresive play. |
| MB | Acknowledgment of a personal mistake. |
| OP | A champion, ability, or item considered way too strong. |
| Broken | Slang for something considered unfairly strong. |
| Meta | Most popular/statistically effective way to play the game currently. |
| Off-Meta | Unusual/unconventional way of playing the game. |
| Buff | Make a champion, item, etc. more powerful with a game update. |
| Nerf | Make a champion, item, etc. weaker with a game update. |
| Rework | Redesign of a champion, ability, item, etc. with a game update. |
| Patch | LoL update that has balance changes, bug fixes, new content, etc. |
| Hotfix | A smaller update to address an urgent issue between regular patches. |
| Queue dodge | Leaving/failing to lock in during champ select before the game starts. |
Modes and progression glossary for League of Legends
League of Legends offers different game modes, progression systems, and currencies. Our League of Legends glossary covers the most commonly used ones here.
| Term | Meaning |
|---|---|
| ARAM | Mode where you fight on a single-lane map with random champs. |
| Normal Draft | Unranked match with champ bans and a structured selection. |
| Ranked Solo/Duo | Competitive mode where players queue alone/with one partner. |
| Ranked Flex | Competitive mode supporting player groups with more than one partner. |
| Co-op vs. AI | Mode where players compete against AI bots. |
| Bots | Computer-Controlled AI opponents in LoL. |
| PvP | Matches where human players compete against one another. |
| PvE | Gameplay focused on AI bots or challenges. |
| Custom game | Player-created match with configurable participants and settings. |
| LoL Classic | Game mode inspired by early LoL season 3. |
| Summoner level | Account level (earned through playing and completing missions). |
| Champion Mastery | Reflects a player’s experience with individual champions. |
| IP | Currency used in older League (now in LoL Classic). |
| BE | Modern LoL currency used to purchase champs, rune pages, etc. |
| RP | LoL currency purchased with real money (to buy, e.g., skins). |
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Rift Scuttler
Blue Buff
Red Buff
Dragon/Drake
Elder Dragon
Baron Nashor
Rift Herald
Void Grubs
